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Recommended Posts

santosvagos
11 hours ago, uncaged said:

Hi there! Thank you, thelink2012 once again for creating this unbelievable tool! It is magical!

May I ask a little question?

I want to put few ped packs, that add peds without replacing originals. Each pack has it is own pedgrp.dat and peds.ide.

Will those .dat's and .ide's be merged inside modloader respectively?

I think they will caught some conflict since you have multiple ped.ide and dat files . Why don't you combine all of them into one .

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uncaged
24 minutes ago, santosvagos said:

I think they will caught some conflict since you have multiple ped.ide and dat files . Why don't you combine all of them into one .

I would love to, but I dont really know how to do that. There are plenty of text there and very easy to oversight something.

But since they are done with ADDING new ones in mind I think they shouldnt conflict, or at least I hope. 

But still, will those IDEs be merged in modloader?

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thelink2012

There shouldn't be a problem. A list of files that can be merged can be found here.

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uncaged
4 minutes ago, thelink2012 said:

There shouldn't be a problem. A list of files that can be merged can be found here.

THAT is exactly what I was looking for !!!111 Thank you so much!

Cheers!

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xlaar

can ı use it for a radar mod?

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spartaque12
43 minutes ago, xlaar said:

can ı use it for a radar mod?

u can use any mod, even map mods including col. files

  • Like 1

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xlaar

thx

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Tornjak_2001


Game version: GTA SA 1.0 US
Unhandled exception at 0x0072CD3F in enb.exe (+0x32cd3f): 0xC0000005: Access violation writing location 0x0277F510.
    Register dump:
        EAX: 0x00000002  EBX: 0x01000000  ECX: 0x008D0091  EDX: 0x0091008D  
        EDI: 0x00000003  ESI: 0x00000005  EBP: 0x0177F540  EIP: 0x0072CD3F  
        ESP: 0x0177F4D8  EFL: 0x00210202  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F4D8:  FF800000 FF800000 05122A80 00000018 00000008 0EB7EF90
        0x0177F4F0:  00000000 00000000 00000001 0FF20000 0E9F0000 00000003
        0x0177F508:  47C34FF3 47C34FF3 01000000 0FF20100 FFC00000 FF800000
        0x0177F520:  0091008D 008D0091 6BD1B0B0 FF800000 0177F59C 7F800000
        0x0177F538:  007EDDB4 0177F59C 7F800000 00555563 0177F638 00000005
        0x0177F550:  00554840 0177F59C 0177F59C 0000000D 05122A80 01BAC090
        0x0177F568:  168C6178 0177F684 00000000 7F800000 7F800000 FF800000
        0x0177F580:  7F800000 FF800000 FF800000 7F800000 AB10A3E1 800013EC
        0x0177F598:  00002328 4487F6E8 C4744363 42437436 4487F6E8 C4744363
        0x0177F5B0:  42437436 4487F6E8 C4744363 42437436 4487F6E8 C4744363
        base: 0x01580000   top: 0x0177F4D8   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x0072CD3F in enb.exe (+0x32cd3f) (0x0177F540) 
          0x00555563 in enb.exe (+0x155563) (0x0177F544) 
          0x0177F638 in unknown (+0x177f638) (0x0177F548) 
        
    


Shutting down Mod Loader...
Shutting down filesystem watcher...
Shutting down menu...
Unloading plugin "gta3.std.fx"
Unloading plugin "gta3.std.asi"
 

I have a problem with ENB directs 2.0 when I add up to 1.5gb of memory in the game it just freezes the game

And another problem that often happens to me just comes out of the game https://streamable.com/b9ipe7

 

 

 

 

 

 

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Z3R0BYTE

hellooo, maybe this already has an answer somewhere, but how about this

let's say we have vehicle pack along with the handling.cfg etc inside 1 folder in the modloader, set to priority 49

 

then I have another folder for my several special and favorite vehicle that override the pack (priority higher than 49) with readme.txt inside (handling lines, carcols, etc)

but I know that this readme.txt won't override the stats from .cfg in the vehicle pack.

 

so how to mitigate this? I mean we do have those kind of situation right, where you have pack of vehicle overriding all default vehicle, and some individual vehicle that you want to override the pack 

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LaDiDa
7 minutes ago, Z3R0BYTE said:

hellooo, maybe this already has an answer somewhere, but how about this

let's say we have vehicle pack along with the handling.cfg etc inside 1 folder in the modloader, set to priority 49

 

then I have another folder for my several special and favorite vehicle that override the pack (priority higher than 49) with readme.txt inside (handling lines, carcols, etc)

but I know that this readme.txt won't override the stats from .cfg in the vehicle pack.

 

so how to mitigate this? I mean we do have those kind of situation right, where you have pack of vehicle overriding all default vehicle, and some individual vehicle that you want to override the pack 

You take out the parts that matter from the handling.cfg or you add the contents from the readme.txt to the handling.cfg? 🤷‍♂️

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Z3R0BYTE
15 hours ago, LaDiDa said:

You take out the parts that matter from the handling.cfg or you add the contents from the readme.txt to the handling.cfg? 🤷‍♂️

no, the car pack mods is in one package, all the cars texture, along with its handling.cfg etc, I put them inside modloader without modifying any original files. and modloader reads that handling.cfg very well, overidding the original handling.cfg

 

but If i want some other car mods overidding that, it cannot since no .txt can override .cfg inside modloader

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LaDiDa
5 hours ago, Z3R0BYTE said:

no, the car pack mods is in one package, all the cars texture, along with its handling.cfg etc, I put them inside modloader without modifying any original files. and modloader reads that handling.cfg very well, overidding the original handling.cfg

 

but If i want some other car mods overidding that, it cannot since no .txt can override .cfg inside modloader

So just like I said, add the contents of the readme.txt to the other handling.cfg, nothing difficult about that, or do some more work and put the changes of the handling.cfg from the modpack to a whatever.txt & not deal with a handling.cfg 🤦‍♂️

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Z3R0BYTE
1 hour ago, LaDiDa said:

So just like I said, add the contents of the readme.txt to the other handling.cfg, nothing difficult about that, or do some more work and put the changes of the handling.cfg from the modpack to a whatever.txt & not deal with a handling.cfg 🤦‍♂️

it's not about "difficult", it's all about separation.

it's why people are using modloader in the first place.

 

they (the "vehicle pack" and "private car" mods) are 2 DIFFERENT packages mods. Having them separated is nice because you can freely toggle one and/or another when necessary.

Mixing the content of those different mods kills this purpose.

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LaDiDa
Posted (edited)

In that case, no way to do it without modifying the files to a more mixable format, so just convert the necessary lines from the handling.cfg to a handling.txt, problem solved, not difficult either 🤷‍♂️

 

Now if you don't want to do any work, hit up the creator and he/she might do it for you, if not, though luck, put some effort in for once.

Edited by LaDiDa

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Z3R0BYTE
Posted (edited)
3 hours ago, LaDiDa said:

In that case, no way to do it without modifying the files to a more mixable format, so just convert the necessary lines from the handling.cfg to a handling.txt, problem solved, not difficult either 🤷‍♂️

 

Now if you don't want to do any work, hit up the creator and he/she might do it for you, if not, though luck, put some effort in for once.

I also thought about that, changing the .cfg into usual .txt.

No one has ever, ever, even once, mentioned anything about facing "difficulties", being "lazy", or not wanting to put any "effort" here.

I'm just wondering whether there are already a "proper" way regarding to this, since one of the author consider this a "bug" back in their original thread https://www.mixmods.com.br/2015/07/tutorial-dicas-tudo-sobre-mod-loader.html about good practices in using modloader, which I'm not even sure whether you have read it or not,

and given it's already been some time, maybe, just maybe, I'm wondering whether there is a "new consensus" about this.

 

I'm not in any circumstances finding for easy or lenient way. I'm enforcing good practices in modding and particularly, using modloader.

I won't be here questioning about any small detail if I were to be lazy in the first place.

I'll just play the original games with only silent patch and asi loader if I"don't want to do any work" or "don't put some effort in" since it's much more plausible and logical for "lazy people".

Edited by Z3R0BYTE

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thelink2012

That's interesting. I wasn't really aware of such a bug. Thanks for reporting, I've opened a issue for that.

 

It makes sense that this bug exists, and I'm not quite sure how fixing that will work, but I'll think about it once the time comes. The problem is that the process of merging other config files with readme entries is done by constructing one config file (based off the default one) with all readme entries in it (or, ones that do not conflict with each other). Then adding that to the list of config files to be installed. Meanwhile, the priority system only defines the order mods are seen by the config loader.

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Z3R0BYTE
22 minutes ago, thelink2012 said:

That's interesting. I wasn't really aware of such a bug. Thanks for reporting, I've opened a issue for that.

 

It makes sense that this bug exists, and I'm not quite sure how fixing that will work, but I'll think about it once the time comes. The problem is that the process of merging other config files with readme entries is done by constructing one config file (based off the default one) with all readme entries in it (or, ones that do not conflict with each other). Then adding that to the list of config files to be installed. Meanwhile, the priority system only defines the order mods are seen by the config loader.

whoah I can't believe I'm seeing the real link..

 

yes btw I've been researching and learning about several mod parts, including this modloader.

newest version of modloader (from junior_djjr and co) still seemingly doesn't handle that case (no .txt can override .cfg inside modloader).

 

But ofc if necessary, we can just transform the .cfg into usual .txt, containing the lines usually found in "readme.txt" right? (removing the complete information usually found on .cfg) right..?

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LolPacino

Um can anyone help me with a modloader problem

it doesnt seem to function in iii/vc,it loads nothing,neither does it show the modloader menu in the main menu

When i checked the log ,i found 

Warning: Failed to startup plugin "gta3.std.bank", unloading it.

Warning: Failed to startup plugin "gta3.std.tracks", unloading it.

However it seems to work in Sa

 

 

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LaDiDa

Might require an ASI loader in order to load early enough? Do you have Ultimate ASI Loader installed?

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CharlesVercetti
On 7/16/2020 at 11:15 AM, LolPacino said:

Um can anyone help me with a modloader problem

it doesnt seem to function in iii/vc,it loads nothing,neither does it show the modloader menu in the main menu

Exact issue for me too, came here to post about it

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LolPacino

Nvm i did some testing with it, and found that modloader waas actually working,even though there was no extra  modloader menu in the main menu(like in SA). i had to set the custom priorities by myself via the ini. It seems some types of files like some dffs are not loaded properly in VC ,(dunno why?) But overall it very much works.

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Tha_Potato_Gamer

I got a problem, when i try replacing dffs in gta 3 (Beta Leftovers Fix III) the game crashes while loading
The only mods i have are
-2DFX

-Sharptrails

-EAX Alchemy Fix

-Silent Patch (and ddraw)

-Widescreen Fix
-Ultimate Asi Loader

-Cleo (havent installed cleo mods yet)

Would be cool if yall help me out :)

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